A4
Detailed 25%
Changed mid cap area size
Removed walkways from shack to shack on mid
Reduced small hp packs on mid
Fixed doors using the same trigger at mid
Made bars on last a little thinner
Removed Jungle assets (packing errors)

So, frankly, I was giving maps lots of !gf/!fb feedback if I didn't expect them to hit top 10. This is one I gave a lot of feedback to already. But I'll sum it up, I guess.

Your points are too close. That's really it. There's no point in really discussing the intricacies of the connectors, what to do, etc. It all has to be thrown out and redone. Your more recent maps show you understand this, so I won't bother explaining it beyond that.

I like the idea of second. Last is a snoozefest. Mid is somewhat interesting, but the sightlines are horrific and it feels a little lame for whatever reason--like it's almost reaching its potential.

+ interesting enough 2nd and mid to continue working on the basic premise, imo
- points are too close together
- points are too close together
- points are too close together

5/10​

Click to expand...

Even though I didn't rate this that highly, it's probably the 5cp I've liked best by you. Looking forward to the next version.

The next version will be extremely different. I talked to someone (I don't know if they wanted me to say their name) about why they changed their map from the croissant/banana mirroring and why their map didn't get played before they made that change and they basically said that it dumbs down the gameplay on the mid to an insane level, and makes it so the closest route (the one that people were complaining about in banana) becomes the best most of the time. Either that or you have to drastically change the connectors to accommodate it. Also it imbalances the teams just on principle because one team has the peakers advantage, and the other consistently doesn't. I have looked at a few connectors and second points I've liked in 5cp and lets just say that the gameplay on last and second will change a lot. Also while it is your opinion, I find the gameplay on last to be extremely fun. There us a few times in normal 5cp maps where teams can't push in due to a turret (and it's a pub so nothing but an Uber is breaking that sentry), but that's nullified in this map because of the pillars on the cap point, there is always a safe place to stand from a turret's line of site. I am changing the side door to the point (the extremely small one that nobody used) to a process-like semi-sneaky, giving the attacking team more options. But to counteract this I am going to increase last cap time. Since a lot of the time the way people won was getting a Pyro on the point and just airblasting people away. And while I do like that, I don't think it should be the dominant strategy.

Anyways, I'd like to thank you and Phi for all the feedback you left on the map, it definitely helps a lot. In a couple of days you'll probably see a prototype of the a6 remake in your inbox.

With a new PC comes more mapping from me. Beefed up and full of energy I hope I can push this map far.
As for other stuff i'm working on, I can finally make the TC map for the contest, so look forward to that. And I've got an update for Stage 2 of Utilia I have been itching to get out and trying so hard to not leak. Soon™

-Mid-
-Switched places of the hp/ammo packs in the connector.
-Switched hp/ammo packs on the roofs of the huts.
-Changed Ammo in the flank from Small to Medium.
-Lowered cap time by 1 hammer points (11>10).
-Lit up blu's house, as it was missing lights.

-Second-
-Massively changed last connectors to second.
-Second is generally shorter as a result, Pushes should be less disconnected.
-Changed location of the first forwardspawn.

If people complain about not being able to push out of last when the enemy essentially has a 15 second spawn advantage due to teleporters, is that a problem with my map, or the players inability to kill a teleporter?

I need to post stuff here to keep myself motivated. I don't wanna give up on this map, but my brain doesn't work correctly and I just shut down after I release versions that need larger changes. If you guys have any feedback about these previews post em up.

new mid preview, maybe it's a bit too close to process/sunshine, but i think it keeps the old banana identity enough.

new last, maybe a bit small, but i've upsized it from the last version i showed in the wip thread